More resetter extension methods.

This commit is contained in:
pharan 2016-03-26 10:09:40 +08:00
parent 1589d147f9
commit 8896eef030

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@ -132,6 +132,88 @@ namespace Spine.Unity {
for (int i = 0, n = skeleton.slots.Count; i < n; i++)
drawOrder.Add(slotsItems[i]);
}
/// <summary>Resets the color of a slot to Setup Pose value.</summary>
public static void SetColorToSetupPose (this Slot slot) {
slot.r = slot.data.r;
slot.g = slot.data.g;
slot.b = slot.data.b;
slot.a = slot.data.a;
}
/// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
public static void SetAttachmentToSetupPose (this Slot slot) {
var slotData = slot.data;
slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
}
/// <summary>Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.</summary>
public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
var slot = skeleton.slots.Items[slotIndex];
var attachment = skeleton.GetAttachment(slotIndex, slot.data.attachmentName);
slot.Attachment = attachment;
}
/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
var timelinesItems = animation.timelines.Items;
for (int i = 0, n = timelinesItems.Length; i < n; i++)
timelinesItems[i].SetToSetupPose(skeleton);
}
// For each timeline type.
// Timelines know how to apply themselves based on skeleton data; They should know how to reset the skeleton back to skeleton data?
public static void SetToSetupPose (this Timeline timeline, Skeleton skeleton) {
if (timeline != null) {
// sorted according to assumed likelihood here
// Bone stuff
if (timeline is RotateTimeline) {
var bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex];
bone.rotation = bone.data.rotation;
} else if (timeline is TranslateTimeline) {
var bone = skeleton.bones.Items[((TranslateTimeline)timeline).boneIndex];
bone.x = bone.data.x;
bone.y = bone.data.y;
} else if (timeline is ScaleTimeline) {
var bone = skeleton.bones.Items[((ScaleTimeline)timeline).boneIndex];
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
// Attachment stuff. How do you reset FFD?
} else if (timeline is FFDTimeline) {
var slot = skeleton.slots.Items[((FFDTimeline)timeline).slotIndex];
slot.attachmentVerticesCount = 0; // This causes (Weighted)MeshAttachment.ComputeWorldVertices to use its internal(stateless) vertex array.
//slot.attachmentTime = bone.skeleton.time; // Currently inconsequential. (Spine 3.1)
// Slot stuff. This is heavy to do every frame. Maybe not do it?
} else if (timeline is AttachmentTimeline) {
skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex);
} else if (timeline is ColorTimeline) {
skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose();
// Constraint Stuff
} else if (timeline is IkConstraintTimeline) {
var ikTimeline = (IkConstraintTimeline)timeline;
var ik = skeleton.ikConstraints.Items[ikTimeline.ikConstraintIndex];
var data = ik.data;
ik.bendDirection = data.bendDirection;
ik.mix = data.mix;
// Skeleton stuff. Skeleton.SetDrawOrderToSetupPose. This is heavy to do every frame. Maybe not do it?
} else if (timeline is DrawOrderTimeline) {
skeleton.SetDrawOrderToSetupPose();
}
}
}
#endregion
}
}